Results 1 to 15 of 15

Thread: Question on citizen milita and sloops

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Member Member JeromeBaker's Avatar
    Join Date
    Jan 2007
    Location
    Virginia
    Posts
    137

    Default Question on citizen milita and sloops

    Question 1:

    I was playing the game yesterday from when I got off work to like 3 in the morning. Towards the end of my playing time I seiged Poland's captital ( I was Prussia). It was a strougle to get to the capital as they sent a huge army to stop me on my way. I killed nearly everyone in this army so I assumed the capital would be nearly out of troops. In like 1 turn they added a BUNCH of troops it seemed (I guess citizens knew I was comming and formed militia to help protect the city). So I seiged the city before they could add more troops. On turn 2 of my seige they sallied forth and attacked with what looked like everyone and I killed pretty much EVERYONE but 10 or 20 troops, but I only had 112 troops left. In older TW games this means the city is mine and I just march in. Out of nowhere I find myself up against ANOTHER 600 troops in the city (I assume these are miltia). How on earth did they get 600 more people without a turn passing. Did I drink too much or get too sleepy and see this wrong or can citizens rise up and stop you from taking a territory if you are hated and your force is too small? If this is the case, thats AWESOME.

    Question 2:
    For early on Navy, do you use the rowable war ships or the sloops? the rowing ships have 3 times the cannon strength but no hull integrity and reload slower. The sloops have better hull strength and reload faster but their cannons seem like they blow bubbles on the enemy instead of shooting cannon balls. I havent done much on the water, as for me Prussia needs to be focused mostly on land battles. But I need to build some ships to stop all the darned pirating going on in front of my ports!!! (I want to bring the pain to Sweden and Denmark for camping all my trade lines for most of the game)

  2. #2
    Slixpoitation Member A Very Super Market's Avatar
    Join Date
    Jan 2009
    Location
    Vancouver, BC, Canada, North America, Terra, Sol, Milky Way, Local Cluster, Universe
    Posts
    3,700

    Default Re: Question on citizen milita and sloops

    The galleys are best suited to calm waters, and won't function well in the atlantic. Sloops are for defending in far off--shore areas.

    The mobmen are very weak, and there is only 80 men per unit. Regardless, one unit cannot defeat them, so run back to your own territory and replenish your army. Mobmen will pop up whenever a city is attacked, and disapear afterwards
    Spoiler Alert, click show to read: 
    WELCOME TO AVSM
    Cool store, bro! I want some ham.
    No ham, pepsi.
    They make deli slices of frozen pepsi now? Awesome!
    You also need to purchase a small freezer for storage of your pepsi.
    It runs on batteries. You'll need a few.
    Uhh, I guess I won't have pepsi then. Do you have change for a twenty?
    You can sift through the penny jar
    ALL WILL BE CONTINUED

    - Proud Horseman of the Presence

  3. #3

    Default Re: Question on citizen milita and sloops

    yeh they get annoying ;(
    Last of the Romans - Efthymios ek Sparteos

  4. #4
    the G-Diffuser Senior Member pevergreen's Avatar
    Join Date
    Nov 2006
    Location
    Brisbane, Australia
    Posts
    11,585
    Blog Entries
    2

    Default Re: Question on citizen milita and sloops

    If they sally and you win, you don't take the town. You have to assault.

    On the campaign map, if you zoom into a city, you will see grey pips. They indicate how many Citizen units they will recieve.
    Quote Originally Posted by TosaInu
    The org will be org until everyone calls it a day.

    Quote Originally Posted by KukriKhan View Post
    but I joke. Some of my best friends are Vietnamese villages.
    Quote Originally Posted by Lemur
    Anyone who wishes to refer to me as peverlemur is free to do so.

  5. #5

    Default Re: Question on citizen milita and sloops

    I don't know if this happens on the campaign map as well, but after a failed sally by the second native settlement in RtI, I didn't simply not capture the town - my siege was broken! That is, quite frankly, either a bug or truly terrible design. Having beaten a sally by 1600 to my 600 men, killing around 1400 of them, I was suddenly faced with 600 new troops (mob forces I guess), and an unsieged settlement, while I was down to 400 troops. Delightful experience which I rewarded with an irritable shutting down of the game.

  6. #6
    Slixpoitation Member A Very Super Market's Avatar
    Join Date
    Jan 2009
    Location
    Vancouver, BC, Canada, North America, Terra, Sol, Milky Way, Local Cluster, Universe
    Posts
    3,700

    Default Re: Question on citizen milita and sloops

    Hey, the mob is useless. Mow them down like the rats they are...
    Spoiler Alert, click show to read: 
    WELCOME TO AVSM
    Cool store, bro! I want some ham.
    No ham, pepsi.
    They make deli slices of frozen pepsi now? Awesome!
    You also need to purchase a small freezer for storage of your pepsi.
    It runs on batteries. You'll need a few.
    Uhh, I guess I won't have pepsi then. Do you have change for a twenty?
    You can sift through the penny jar
    ALL WILL BE CONTINUED

    - Proud Horseman of the Presence

  7. #7

    Default Re: Question on citizen milita and sloops

    Quote Originally Posted by pevergreen View Post
    If they sally and you win, you don't take the town. You have to assault.

    On the campaign map, if you zoom into a city, you will see grey pips. They indicate how many Citizen units they will recieve.
    That only applies to the RTI campaign, it seems. In all my normal campaigns when they sally and lose, I take the city.

    Which leads me to believe it is actually a bug in the RTI campaign.
    Last edited by DisruptorX; 03-07-2009 at 20:48.
    "Sit now there, and look out upon the lands where evil and despair shall come to those whom thou lovest. Thou hast dared to mock me, and to question the power of Melkor, master of the fates of Arda. Therefore with my eyes thou shalt see, and with my ears thou shalt hear; and never shall thou move from this place until all is fulfilled unto its bitter end". -Tolkien

  8. #8
    Mr Self Important Senior Member Beskar's Avatar
    Join Date
    Feb 2008
    Location
    Albion
    Posts
    15,930
    Blog Entries
    1

    Default Re: Question on citizen milita and sloops

    Quote Originally Posted by DisruptorX View Post
    That only applies to the RTI campaign, it seems. In all my normal campaigns when they sally and lose, I take the city.

    Which leads me to believe it is actually a bug in the RTI campaign.
    It depends if all their men die or not. If some of their troops survive, then you still need to assault.
    Days since the Apocalypse began
    "We are living in space-age times but there's too many of us thinking with stone-age minds" | How to spot a Humanist
    "Men of Quality do not fear Equality." | "Belief doesn't change facts. Facts, if you are reasonable, should change your beliefs."

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO